πŸ‘€WoodenChairπŸ•‘7yπŸ”Ό668πŸ—¨οΈ452

(Replying to PARENT post)

Ugggggh. As if graphics support on macOS weren't middling enough already. It's like they're trying to become as irrelevant as possible in that area.

I could understand if they were deprecating it in favor of Vulkan. That would be in-line with Apple's history of aggressively pushing forward new standards. But by no means do they have the clout to coerce developers into their own bespoke graphics API that doesn't work anywhere else. All they'll accomplish is further killing off the already-small presence they have in the gaming space.

πŸ‘€_bxg1πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

This is a problem that is entirely of Apple's own doing.

Microsoft could not care less about OpenGL on Windows. However, it works just fine.

You know why? As soon as you install your video card drivers, your OpenGL implementation is no longer from Microsoft. It comes from AMD, NVidia or Intel, with all needed optimizations for their hardware.

Apple insisted in not allowing this and doing the OpenGL implementation themselves (which was always crappy and outdated).

Had they allowed the GPU vendors the ability to provide their own implementation, this would have been a non issue.

πŸ‘€outworlderπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

As a long-time professional game engine programmer, it is hard for me to see consternation over things like this, and avoid judging it as mainly ignorance. The amount of code in an engine that needs to touch the graphics API is tiny. A handful of methods for device init, filling buffers, uploading shaders, setting state, and saying "draw!" All of the graphics API code can easily fit in one medium-sized source file. As a proportion of the whole engine, it's very small. As a proportion of the whole game or app, it's negligible. It's also boilerplate. There are only so many ways to copy a stream of structured data into a buffer.

Legacy software, blah, blah, blah. No legacy software runs forever, and least of all on Apple platforms. Who cares.

πŸ‘€psycπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

OpenGL isn't pretty, but it's at least cross-platform. And my impression was that OpenGL support is mostly handled by the GPU manufacturers, so I'm not sure how much Apple gains here by deprecating OpenGL.

Requiring developers to use an API locked to a particular platform feels pretty hostile to me. Doesn't matter if that API isn't perfect, or even far from it.

πŸ‘€fabian2kπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

While this is startling, it seems pretty consistent with Apple's modus operandi in a lot of areas -- leap forward to where they think the industry is going and hope they're right. OpenGL is effectively being deprecated by its own developers in favor of Vulkan, which has an open source implementation for macOS and iOS, developed in part by Valve, built on top of Metal:

https://store.steampowered.com/news/37575/

If game developers -- and game engine developers -- targeting OpenGL now are in the process of moving to target Vulkan, and if MoltenVK ends up offering better performance on macOS than Apple's legendarily anemic OpenGL stack, isn't this likely to be better in the long run despite the short-term pain?

πŸ‘€chipotle_coyoteπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I would be a lot more okay with this if Apple supported Vulkan, the more portable comparable API, rather than just the macOS/iOS-only Metal.

I also wonder what means for WebGL and its future. Right now, WebGL works in browsers on macOS, Linux, Windows, iOS, Android, which is incredible. There is no equivalent.

Sure, Apple has started working on WebGPU, but that’s not yet ready nor is it guaranteed to gain Linux, Windows, Android support.

πŸ‘€shurcooLπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

As someone who read this with an editor full of OpenCL kernels, I think apple must really have missed the point of these sort of frameworks - heterogeneous computing.

If I wanted the best possible speed, latest features ect. I would write multiple back ends in things like CUDA.

I choose OpenCL because I can develop code on my Macbook pro, and run that on a computer with a discrete GPU on a different operating system, and have a fair amount of confidence that it would work.

:/

πŸ‘€adamisntdeadπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

All things considered, I think there are some companies that are worse to the FOSS community than Apple, but I can't think of one that has Apple's degree of baldfaced cynicism to exploiting FOSS and open standards only to the degree that it benefits Apple, and then throwing them under the bus the instant they're no longer useful.

Apple loved HTML5 when they had to kill Flash and get web developers to support mobile, but then as soon as it became a threat to the App Store, Safari's compliance came to a screeching halt and now Safari is in last place, even behind Microsoft's browsers, in HTML5 support.

OpenGL was useful when it was a way to potentially lure people away from Windows, but as soon as Apple had the clout to not care about it and force develops onto its proprietary API, that's what happened.

I almost prefer old-Microsoft's honesty about wanting to kill FOSS, rather than this blatant acknowledgement of FOSS as a tool to be ripped off to improve one's ecosystem dominance and then promptly thrown aside. Makes you wonder what's going to happen if and when Apple no longer needs Clang/LLVM, or, hell, Unix.

πŸ‘€Analemma_πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Aren't most of the games on MacOS running on OpenGL? This is going to kill all the older titles that are not maintained anymore. Terrible move just to push Metal down people throats. As if MacOS gaming wasn't dead enough.
πŸ‘€UnknoobπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Lol, Metal is Mac-only which relies heavily on CoreWhatever dependencies and thus can never be cross-platform, right? The only reason any game or CAD developer even supports Mac at all is because OpenGL is a cross-platform API that works great on Windows, Mac, and Linux, so they only have to write one type of shader program, etc. No game developer in the world will write both an OpenGL/DirectX/Vulcan and Metal renderer for the purpose of staying up to date with Apple's "deprecations".

If you're Pixelmator or Apple's own Final Cut team, sure, use Metal. For anyone else that wants to make a living, supporting multiple platforms is a given, so you won't pay the slightest attention to this deprecation notice.

πŸ‘€vorticoπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

If this means that macOS will lose opengl support even for X11 apps, a substantial part of academia will switch away from Apple. It's highly unlikely that software like ROOT or geant4 will ever get ported to something else.
πŸ‘€davrosthedalekπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I just recently bumped to John Carmacks stories about Steve Jobs, among which he convinces him to adopt OpenGL[1] (HN commentary [2]). Thought this might be an appropriate historic reference here as OpenGL now appears to be on it's way out on MacOS.

[1] https://m.facebook.com/permalink.php?story_fbid=214641282559... [2] https://news.ycombinator.com/item?id=17066846

πŸ‘€rixraxπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

This is not the least bit surprising.

As one of the creators of Direct X at Microsoft commented when Metal was first announced, "Why help Android siphon off their game developers by propping up OpenGL?"

https://web.archive.org/web/20140606055700/http://www.alexst...

πŸ‘€GeekyBearπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Turns out it was a good idea to base new stuff on this: https://github.com/bkaradzic/bgfx
πŸ‘€KeyframeπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I'm getting a bit worried about Apple dropping out of the business of producing professional tools and rig. I always liked that you can walk into an Apple retail shop and get a decent Unix notebook (though I've opted for a different notebook for my last purchase because of the lack of display, keyboard, and port options). But with Apple pulling out of OpenGL, what little pro (or at least pro enough for me) F/OSS software for 3D (Blender) and other graphical stuff was running on Mac OS won't any longer. I can't imagine Blender has the resources and inclination to port their software over to Metal, especially when Apple deliberately torpedoes their efforts.
πŸ‘€tannhaeuserπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Well most games using OpenGL run like crap anyway on macOS. The Windows version alwys runs better in Windows via Bootcamp.

Maybe the forced Metal usage (however shitty it is to remove support for an open standard) will increase macOS ports of games.

But in reality, 50% games will still be a wine bottle

πŸ‘€tobyhinloopenπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Note that they're also deprecating OpenGL ES on iOS: https://developer.apple.com/ios/whats-new/#deprecationofopen...
πŸ‘€bananaboyπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Disclaimer: I'm not trying to be the Devil's advocate here, but just wanted to share an observation.

Apple always removes stuff which looks untimely or just plain stupid (headphone jacks, optical drives, USB/Firewire ports, optical in & out, rosetta, APIs, etc).

Always the same outrage has happened, but things normalize then. People, companies adapt, hell does not freeze over, company doesn't go bankrupt.

I feel that maintaining OpenGL & OpenCL felt like a burden to Apple. We all know that Apple likes to control everything from hardware to user interface, and GPU drivers are one of the most notoriously complex, overprotected part of the software stack. In the OpenCL world compilers and other stuff (I don't remember the terms clearly, sorry) also gets in, and makes everything much more complex.

Maybe this move will help them to slim the drivers to the basic "hardware-software" interface level and build metal and related technologies to their own term on top of this relatively simple interface.

I have a feeling that metal can be directly translated bidirectionally and relatively cheaply to OpenGL (and maybe Vulkan and OpenCL too), so at the end things don't become extremely complex for everyone.

Apple doesn't feel that backwards compatibility is strictly necessary unless things can be translated and made to work with relatively good performance.

As a Linux and Mac user for 10+ years, these are my observations. They may be wrong, technically incomplete or else. Feel free to discuss, debunk, or downvote.

πŸ‘€bayindirhπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Metal is a nice low-level API and you can have a tiny (<1MB) library, that can efficiently emulate modern OpenGL on top of Metal.

E.g. for WebGL purposes, all web browsers on Windows emulate OpenGL on top of Microsoft DirectX.

πŸ‘€IvanK_netπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Very much in line with Apple's way of doing things. God forbid they'd adopt some sort of open standard - even though they've hugely benefited from them.
πŸ‘€bingoboingo33πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

At this state if i'm coding a game engine and want HWA graphics in all platforms i'm better of using middleware/user level frameworks like BGFX, GFX-RS etc, that abstract away D3D, Metal and Vulkan. Best choice. All that time learning OpenGL will not go to waste completely.
πŸ‘€rafaelvascoπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I think it’s a great idea to alienate developers from every other operating system out there and ensure that great effort is needed to maintain and port apps from other platforms. This is what we expect from Apple anyway, right?

Who’s going to start working on an OpenGL to Metal wrapper?

πŸ‘€PhylterπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I suppose it got flagged as a dupe due to duplicated URL. However, I believe it shouldn't be - "what's new in macOS" is completely uninteresting to me, while deprecation of OpenGL and OpenCL is a big news.
πŸ‘€seba_dos1πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

This is bad: a hobbyist will be faced with a huge burden to bring anything 3D cross-platform to their audience. In the past, it was possible to use Qt or a nasty GLU/GLUT wrapper to write portable code.

Way back in 2006, in CS175, we implemented almost all of the core 1.5 pipeline in C++. Software OpenGL implementations may not be the fastest, but they’re more or less trivial (quaternions, trapezoid-based triangle engine, painters algorithm, z-buffering, texture mapping, bump-mapping, lighting and various shading models), and therefore accelerate-able with CPU and GPGPU SIMD ops.

πŸ‘€himomπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Vulkan on Metal is already faster than OpenGL so this is a non-story. If you want cross-platform support use Vulkan, if you want ultimate performance target DirectX and Metal.
πŸ‘€spullaraπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

There is one thing I do not really understand about this. nVidia releases a macOS driver here http://www.nvidia.com/download/driverResults.aspx/73628/en-u...

Would it be possible for this driver to add OpenGL/OpenCL and Vulkan support to macOS like it is done on Windows? (Or am I completely misunderstanding how this works)

πŸ‘€yoz-yπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Microsoft deprecated OpenGL back in Windows Vista over a decade ago. They still have to support it, because many major packages didn't switch to Direct-X.
πŸ‘€AnimatsπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I wonder at what point developers will leave. I don't think they will. Changes from Apple might seem to hurt, but people adapt. The changes are not big enough, nor damaging enough to those who have invested themselves in Apple to switch. Normal users won't see much difference.

If you have Apple desktop, a laptop, a phone, connected accounts, apps and associated data, maybe a watch or a TV you are fully within the Apple ecosystem. You cannot leave without it costing you major hassle and stress. This might cause surface inconvenience but it's not going to be enough to push anyone out from that ecosystem. Apple has their users where it wants them, and the users are happy.

πŸ‘€thinkingemoteπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Related to the article (but not the subject here); as a user of "dark" themes:

The precise wording they use seems to indicate a view of dark themed sets as being less colorful. High contrast themes and visibility aiding limitations in theme color use have their places; so too do themes based around darker, more night time, friendly colors. Thinking of a system as having only one true theme, or of light/dark as being full / visually impaired themes is a dangerously limiting misconception.

πŸ‘€mjevansπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Could they please pick a better name than "Metal"? I cringe at having to sort through the unwanted results when Googling issues in the future.
πŸ‘€brinkπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

The wall just got 10 feet higher. I can't find any info though on webGL.... anyone find anything? Apparently iOS is getting hosed too
πŸ‘€kraig911πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

So Adobe, Blender, Maxthon (Cinema4D), Maya, CaptureOne, DaVinci Resolve and 99% of the film, image, photo industry have to rewrite all their OpenCL kernels.

Also currently Metal and Accelerate are completely unsuitable replacement to OpenCL for Deep Learning ... Not that deep learning on OpenCL was a thing yet but I was adding support to it in my own framework.

πŸ‘€mratsimπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Does anyone know if Apple actually intends to remove OpenGL drivers at any point, and if so, when?
πŸ‘€vorticoπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Very disappointed about the deprecation of OpenCL. We use it to achieve cross-platform GPU compute usage (Windows, Linux, Mac). Dropping OpenCL is not going to encourage developers to target the Mac for such software as ours.
πŸ‘€Ono-SendaiπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Why is anyone surprised by this? Apple has a decades-long history of taking outdated technology and making it obsolete by forcefully removing it (which they haven't actually done yet with OpenGL):

Parallel Ports

Floppy Drives

CD/DVD Drives

Older USB, Firewire ports

Network ports

They were the first to remove all this stuff, and everyone was shocked. Now they are doing this with an API. Both Apple and Microsoft have long ago created much more modern, highly performant graphics technologies over what OpenGL offers, and serious vendors support platform-specific APIs most of the time. If it takes Apple to do this and say to the world "wake up, OpenGL sucks," I view that as progress.

Despite, I don't think your OpenGL app will fail to run on Mac any time soon. I suspect it's years away before they actually remove it entirely.

πŸ‘€hellofunkπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

OpenCL -> Cross-vendor ROCm & Portable CUDA/HC via HIP

- https://github.com/ROCm-Developer-Tools/HIP - https://github.com/RadeonOpenCompute/ROCm

"CUDA/HC Portable with HIP", "Microsoft C++AMP", "Apple/Khronos OpenCL": https://github.com/ROCm-Developer-Tools/HIP/blob/roc-1.8.x/d...

πŸ‘€denjiπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Would it be correct to assume that swathes of old games will just stop working when 10.14 arrives? I'm not a MacOS user, but as a gamer that would frustrate the hell out of me.
πŸ‘€beefsackπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

How does this affect Angle, the WebGL implementation underneath Chrome? I believe Angle only has bindings for OpenGL (with Vulkan in alpha). It has no bindings to Metal.
πŸ‘€bhoustonπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I didn't know you could replace OpenCL with Metal. I thought for GPU computing there are just OpenCl and CUDA. Does Vulkan offer an alternative to OpenCL too?
πŸ‘€JepZπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Well, great. OpenCL 1.2 was the only API that was actually portable. Now we have nothing. Might as well drop OSX and just move to Vulkan.
πŸ‘€slavik81πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Oh those mother fuckers.

Can't believe I'll actually have to switch to windows to develop my OpenGL/WebGL games.

πŸ‘€JyaifπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Go fuck yourself, Apple. The only thing this is doing is driving devs off your platform.
πŸ‘€Sir_CmpwnπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

My question, is it possible to create an openGL/webGL emulation layer over Metal?
πŸ‘€adamredwoodsπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

What does this mean in practice for macOS users?

Asking because I am not familiar with these libraries.

πŸ‘€krzbrgπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

We got dark made in return.
πŸ‘€slentprogπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

And didn't implement Vulkan either. Typical Apple.
πŸ‘€shmerlπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

And that is also the final push for Quartz Composer...
πŸ‘€FraKtusπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

python, bash, opengl :( Scientists just want to use it!

(as of high sierra python 2.7, bash 3.2, ....)

New thing: DARK THEME, YES, OMG :(

Is apple holding the future back???? Where is the innovation?

πŸ‘€unique_parrot2πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Great ... just when I was going to use openCL .. :(
πŸ‘€CocoaGeekπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

How does this affect Valve and Blizzard?
πŸ‘€hinkleyπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

you're all completely correct: Apple is doomed. Since no one plays any games on iOS (where Metal is the only real option), forcing Metal adoption on MacOS is doomed from the start. iOS devices will be left in their moribund state, used only for a few limited tasks like DTP and blogging or whatever.

They should take a page from Microsoft and adopt an open, cross-platform technology like DirectX.

πŸ‘€neurobashingπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Everyone is blaming Microsoft for acquiring GitHub. Apple chose the right time to deprecate OpenGL in favor of Metal. Sneaky
πŸ‘€yaniπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

The Bureau of Compatibility should demand that all major platforms support Vulkan or have their tax loopholes closed.
πŸ‘€sitkackπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

congrats, that's as cool as DirectX from a developer perspective.
πŸ‘€therealmarvπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Does this affect WebGL?
πŸ‘€sbr464πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

I feel better about moving to Mint every day.
πŸ‘€brightballπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

To me this signals that the Second Moribundity of Apple is nigh.

The First Moribundity was the period in the 1990s when Apple was coasting on the DTP and Photoshop advantage over Windows they had, reducing the features of their desktops and not innovating. Schindler, a smart but ineffective leader, was replaced by Gil Amelio, a star in his prior field but unable to get Apple headed in the right direction. It took Jobs' return to right the ship that time.

The emphasis on thin but less functional and less serviceable laptops, the dropping of OpenGL, the cruft piling on top of OS X to no new net benefit for users, and their coasting on the desktop market all point to this IMHO.

πŸ‘€patrickg_zillπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

The classic "Fuck Off" hubris from Apple.

Their B.S. is getting out of hand. List of gripes:

1. Heavy handed regulation of app store: This needs intervention from regulatory authorities. Apple has successfully inserted itself between the consumer and producer of apps. It plays kingmaker, and very clearly promotes internal apps to the competition (recent ban of the Steam app is a prime example). It's only legal recourse stems from being ~17% of the mobile hardware market, but from a paid-app developer's perspective, not being on the app-store is a definitive death-knell. It's a clear monopoly in the 'paid-app' space, and others are arguing a monopoly classification on other grounds [1][2]

2. Unreasonable restrictions placed on approved apps - like disallowing non-webkit based browser engines. Restricting API access though user security isn't compromised (dlopen, webgl-2, opencl, vulkan, etc). Restrictions designed to choke-hold potential competitors & restrict user choice

3. Forced licensing of hardware parts for accessory makers (look up the Apple MFI program)

4. Purposeful non-conformance towards industry standards (like OpenGl, Vulkan, WebGl, many, many holes in open-wen compliance). This non-conformance is steeped in monopolistic, unfair-trade-practices psychology to maintain absolute, unfair control over any potential competition.

I hope France fucks them for purposefully slowing down older iPhones/iPads. And hope the FTC, EU regulatory authorities pay heed to app-developers (and consumers) getting shafted by a beast of a corporation.

[1]: http://www.businessinsider.com/apple-monopoly-ubs-steven-mil...

[2]: https://www.pcworld.com/article/3157551/mobile/apple-must-fa...

πŸ‘€mankash666πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Looking at the clearly sparse docs, Metal looks like some jackass's pet project. For people who get off on making everyone else use their system by systematizing the obvious and the already done, graphics apis have an allure. However, most people, let alone companies are not capable of replacing OpenGL and OpenCL.
πŸ‘€codeonfireπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0
πŸ‘€seba_dos1πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

say wuuuuuuuuuuuuuuuuuuuuuuuuuuuut
πŸ‘€moocowtruckπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

> Apps built using OpenGL and OpenCL will continue to run in macOS 10.14, but these legacy technologies are deprecated in macOS 10.14.

Er...

πŸ‘€d--bπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

OpenGL sure.. it's time to die. Replaced with vulkan it has been. Oh wait.. vulkan? uhmmm.. metal you mean to say.
πŸ‘€goaliecaπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

What the fuck?! I don’t get it, why?! They want us to focus on Metal? I definitely need to but desktop now, plus I want CUDA! Ryzen 5 2600X with GTX1070 and I’m done.
πŸ‘€Philipp__πŸ•‘7yπŸ”Ό0πŸ—¨οΈ0

(Replying to PARENT post)

Apple killed Flash and now they kill OpenGL. Both incredibly crappy technologies that survived for so long because of their popularity.

Nowadays Unreal Engine fill the role very well and can sit on top of any platform easily. Popularity wise , together with Unity have completely destroyed both Metal and OpenGL. Vulkan , stands no chance too. Unreal Engine is also open source and very easy to extend because of Blueprints. Unlike OpenGL , is not a C API trying to shoehorn itself into a C++ dominated world.

I have to use OpenGL 3.3 and I am amazed how badly designed it is. A brief look into Vulkan made even less sense.

I don’t agree with everything Apple does but killing Flash and OpenGL is two of my favorites. My only complain is that they have not done it as aggressively as they did with Flash. If they manage to kill JavaScript and HTML/CSS abominations I will become a hardcore Apple fan.

πŸ‘€kilonπŸ•‘7yπŸ”Ό0πŸ—¨οΈ0